For your previous query, there is functions in the maya api to find
connected edges, or query which polygon is adjacent to each other, under
the MItMeshEdge and MItMeshPolygon.

As for the joint rotation, it is very hard to determine which direction you
want to rotate but one possible way is to use the face normal as a hint.
For example, you can assume that the result will always be that the face
will flip in the same direction as its face normal, so you can then use the
normal to determine which direction is correct. do a cross-product of the
vector of the edge and the vector from the center of the edge to the center
of the face and compare the resultant vector with the normal. if it is not
parallel, then flip the edge vertex order.


On 17 February 2013 11:03, Bradon Webb <[email protected]> wrote:

> I think the flipping is due to the point numbers.
>
> you can see that the x axis will point in the direction of lowest number
> to highest number but since maya orders the points there are cases where I
> would want those axis to flip but I'm not sure what would be a good test to
> determine if the axis needs to be flipped.
>
>
>
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